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v0.2.2
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@@ -8,6 +8,28 @@ Format: [Keep a Changelog](https://keepachangelog.com/) style, versions follow [
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Nothing yet.
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## [0.2.3] — 2026-11-09
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Camera collision worked in the code and never in the game.
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### Fixed
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- **The third-person boom never shortened.** The spring arm was created with `SetAutoActivate(false)` and `ToggleCamera()` activated only the camera. A deactivated spring arm does not tick, and its collision probe runs in that tick, so the boom could not shorten no matter what stood behind the pawn. Both `ToggleCamera` and `BeginPlay` now activate the arm with the rig.
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### Added
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- **`-cameratest`** — backs the pawn against a spawned 2 m wall, waits for the boom, and reports the shortening, whether the boom ends inside geometry, and a back-trace from camera to head. It writes `review-demo-camera-collision.png` so the placement can be checked by eye.
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### Verified
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- With a wall 4 m behind the pawn the boom shortens from 340 cm to **288 cm** — 12 cm clear of the wall, matching the probe size. Recorded as a release check.
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- 8 review shots verify; 95 tool tests pass.
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### Notes for future work
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- **A spawned static-mesh actor has no collision unless it is deferred.** Setting the mesh and collision profile after `SpawnActor` produced a wall that blocked nothing (`blocks trace=0`) on three consecutive attempts. `SpawnActorDeferred` → set mesh and collision → `FinishSpawning` builds the physics state correctly.
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- **`TargetArmLength` is not rewritten when the boom shortens.** The spring arm applies the shortened length to the camera, so the measurement must be the camera's distance from the head; reading the property reports the requested length and looks like a failure.
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## [0.2.2] — 2026-11-09
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The character becomes a character: clothed, haired, and measured against a generated blueprint instead of judged by eye.
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@@ -42,6 +42,7 @@ Measured at 1440p on the development workstation: Bazzite, Ryzen 7 7700X, 64 GB
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| `0.1.0` | Placement vs references | PASS (with deliberate simplifications) | Section below, 2026-11-08 | 2026-11-08 |
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| `0.1.0` | Collision and packaging | PASS — no blocking collision, no invisible walls, no seam gaps (see audit note) | `-qaselftest` on the packaged build, 2026-11-08 | 2026-11-08 |
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| `0.1.0` | 60 FPS at 1440p | PASS — 2.42 ms avg (414 fps), p99 3.01 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.1.0-walk-frametimes.csv` | 2026-11-08 |
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| `0.2.3` | Third-person camera does not clip through geometry | PASS — with a 2 m wall spawned 4 m behind the pawn the boom shortens from 340 cm to **288 cm** (12 cm clear of the wall, matching the probe size). `-cameratest` logs it and captures the placement | `UnrealEditor-Cmd <uproject> /Game/Hollywood/DemoMap -game -thirdperson -cameratest`, `Saved/Logs/GigLine.log` | 2026-11-09 |
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| `0.2.0` | 60 FPS at 1440p | PASS — 2.64 ms avg (379 fps), p50 2.54, p95 3.39, p99 3.76, max 4.05 ms at 2560×1440, TSR on, VSync off, no FG | `-qaselftest` perf capture, `Docs/perf/0.2.0-walk-frametimes.csv` | 2026-11-09 |
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| `0.2.0` | Debug overlay cost | PASS — same route with the F3 overlay drawn: 2.77 ms avg (361 fps), p50 2.64, p95 3.52, p99 3.87, max 4.43 ms; about **5 %** heavier, still 6× the floor. The overlay is on for `-perf`/`-qaselftest`, off in the built demo | `Docs/perf/0.2.0-walk-frametimes-overlay.csv` | 2026-11-09 |
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| `0.1.0` | Fresh checkout build | PASS — clean clone of `main` (`4bc41e9`), `git lfs pull` + `check-lfs.sh` OK (130 LFS files), both `GigLineEditor` and `GigLine` targets built with the documented engine | `/tmp/fresh-check`, 2026-11-08 | 2026-11-08 |
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@@ -14,5 +14,19 @@ public class GigLine : ModuleRules
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"InputCore",
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"EnhancedInput"
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});
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// Editor-only: the vehicle physics asset is generated from the skeletal mesh with
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// FPhysicsAssetUtils, which lives in the Developer/PhysicsUtilities module. Chaos
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// Vehicles also need the physics vehicle module at runtime.
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if (Target.bBuildEditor)
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{
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"UnrealEd",
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"PhysicsUtilities",
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});
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}
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PrivateDependencyModuleNames.Add("ChaosVehicles");
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}
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}
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@@ -15,6 +15,9 @@
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#include "Engine/World.h"
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#include "TimerManager.h"
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#include "Containers/Ticker.h"
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#include "Camera/PlayerCameraManager.h"
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#include "Engine/StaticMeshActor.h"
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#include "UnrealClient.h"
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#include "HAL/IConsoleManager.h"
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#include "Kismet/GameplayStatics.h"
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#include "Misc/CommandLine.h"
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@@ -311,6 +314,11 @@ void AGigLineCharacter::BeginPlay()
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// `-walk` holds forward input from the first frame. The screenshot run uses it
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// with `-thirdperson` so a capture can show the walk clip mid-stride: an idle
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// shot cannot prove the animation set, and a still cannot show a stride.
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if (ThirdPersonArm)
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{
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ThirdPersonArm->SetActive(bThirdPerson);
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}
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// Bind the character materials here rather than in the constructor: the slot
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// assignment made there never reached the render. LoadObject, not FObjectFinder,
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// because FObjectFinder may only be used inside a constructor - putting one in
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@@ -332,7 +340,23 @@ void AGigLineCharacter::BeginPlay()
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}
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}
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// Foot-contact diagnostic: how far the body's lowest point sits above the ground.
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if (UWorld* World = GetWorld())
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{
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FHitResult Hit;
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FCollisionQueryParams Q(TEXT("GigLineFoot"), false, this);
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const bool bGround = World->LineTraceSingleByChannel(Hit, GetActorLocation(),
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GetActorLocation() - FVector(0.f, 0.f, 3000.f), ECC_Visibility, Q);
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const float CapsuleHalf = GetCapsuleComponent() ? GetCapsuleComponent()->GetScaledCapsuleHalfHeight() : -1.f;
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const float MeshBottom = GetMesh() ? (GetMesh()->Bounds.Origin - GetMesh()->Bounds.BoxExtent).Z : 0.f;
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UE_LOG(LogTemp, Warning,
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TEXT("GigLine foot: actor Z %.0f, ground %.0f, capsule half %.0f, mesh bottom %.0f, gap %.0f cm"),
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GetActorLocation().Z, bGround ? Hit.ImpactPoint.Z : -9999.f, CapsuleHalf, MeshBottom,
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bGround ? MeshBottom - Hit.ImpactPoint.Z : -9999.f);
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}
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bWalkForever = FParse::Param(FCommandLine::Get(), TEXT("walk"));
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bCameraTest = FParse::Param(FCommandLine::Get(), TEXT("cameratest"));
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// `-perf` starts the overlay on: the performance capture and any manual frame
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// check should not depend on someone pressing F3 first. The built demo has
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@@ -346,6 +370,102 @@ void AGigLineCharacter::BeginPlay()
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}
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}
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float AGigLineCharacter::GetThirdPersonArmLength() const
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{
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return ThirdPersonArm ? ThirdPersonArm->TargetArmLength : 0.f;
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}
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FVector AGigLineCharacter::GetThirdPersonCameraLocation() const
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{
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return ThirdPersonCamera ? ThirdPersonCamera->GetComponentLocation() : GetActorLocation();
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}
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void AGigLineCharacter::UpdateCameraCollisionTest(float DeltaSeconds)
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{
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// Deterministic on purpose. Finding a wall in the street wasted four runs: the
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// probe hit the floor, then faced the pawn into the wall, then the actor rotation
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// was overwritten by the controller, and even when placement looked right both
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// traces came back clear. A spawned wall behind the pawn removes every one of
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// those variables.
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CameraTestElapsed += DeltaSeconds;
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UWorld* World = GetWorld();
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if (!World)
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{
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return;
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}
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||||
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if (!CameraTestPlaced)
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{
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CameraTestPlaced = true;
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// A 6 m cube, 1.6 m behind the pawn: close enough that a 340 cm boom must hit
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||||
// it, far enough that the capsule is clear of it.
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const FVector Behind = -GetActorForwardVector();
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const FVector Where = GetActorLocation() + Behind * 400.f - FVector(0.f, 0.f, 90.f);
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||||
FActorSpawnParameters Params;
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Params.ObjectFlags |= RF_Transient;
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||||
// Static mesh cube, 2 m thick, 4 m behind. The earlier failures had the pawn
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// INSIDE a 6 m cube centred 1.6 m back, so every trace started inside geometry
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// and reported no hit - the wall existed, the measurement was inside it.
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||||
// Deferred spawn: the mesh and collision must be set BEFORE the actor is
|
||||
// registered, otherwise the physics state is built for an empty component and
|
||||
// the wall exists visually while blocking nothing (every earlier run reported
|
||||
// "blocks trace=0" for exactly that reason).
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CameraTestWall = World->SpawnActorDeferred<AStaticMeshActor>(
|
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AStaticMeshActor::StaticClass(), FTransform(Where), this, nullptr,
|
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ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
|
||||
if (CameraTestWall)
|
||||
{
|
||||
UStaticMeshComponent* Comp = CameraTestWall->GetStaticMeshComponent();
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||||
Comp->SetMobility(EComponentMobility::Movable);
|
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Comp->SetStaticMesh(LoadObject<UStaticMesh>(
|
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nullptr, TEXT("/Engine/BasicShapes/Cube.Cube")));
|
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Comp->SetCollisionProfileName(TEXT("BlockAll"));
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CameraTestWall->SetActorScale3D(FVector(6.f, 2.f, 6.f));
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CameraTestWall->FinishSpawning(FTransform(Where));
|
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}
|
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UE_LOG(LogTemp, Warning, TEXT("GigLine CAMTEST wall spawned behind pawn at (%.0f,%.0f,%.0f)"),
|
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Where.X, Where.Y, Where.Z);
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return;
|
||||
}
|
||||
|
||||
if (CameraTestElapsed < 2.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const float Rest = ThirdPersonBoomLength;
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const float Arm = GetThirdPersonArmLength();
|
||||
const FVector CameraLoc = GetThirdPersonCameraLocation();
|
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const FVector Head = GetActorLocation() + FVector(0.f, 0.f, 60.f);
|
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const float Dist = FVector::Dist(Head, CameraLoc);
|
||||
|
||||
// The spring arm shortens internally and applies the result to the camera; it does
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||||
// NOT rewrite TargetArmLength, so the arm length is always the requested one. The
|
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// measurement that matters is the camera's distance from the head.
|
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const bool bShortened = (Rest - Dist) > 40.f;
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// Prove the spawned wall has collision at all before blaming the arm.
|
||||
FHitResult WallHit;
|
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FCollisionQueryParams QW(TEXT("GigLineCameraWall"), false, this);
|
||||
const bool bWallBlocks = World->LineTraceSingleByChannel(
|
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WallHit, GetActorLocation(), GetActorLocation() - GetActorForwardVector() * 600.f,
|
||||
ECC_Visibility, QW);
|
||||
UE_LOG(LogTemp, Warning, TEXT("GigLine CAMTEST spawned wall blocks trace=%d dist=%.0f"),
|
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bWallBlocks ? 1 : 0, bWallBlocks ? WallHit.Distance : -1.f);
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|
||||
UE_LOG(LogTemp, Warning,
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TEXT("GigLine CAMTEST wall behind pawn: boom %.0f cm (requested %.0f, shortened %.0f) -> %s"),
|
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Dist, Rest, Rest - Dist,
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bShortened ? TEXT("PASS (boom shortened)") : TEXT("FAIL (no shortening)"));
|
||||
|
||||
FScreenshotRequest::RequestScreenshot(TEXT("review-demo-camera-collision"), true, false);
|
||||
if (CameraTestWall)
|
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{
|
||||
CameraTestWall->Destroy();
|
||||
CameraTestWall = nullptr;
|
||||
}
|
||||
bCameraTest = false;
|
||||
}
|
||||
|
||||
void AGigLineCharacter::ToggleDebugOverlay()
|
||||
{
|
||||
static IConsoleVariable* Var = IConsoleManager::Get().FindConsoleVariable(TEXT("gigline.Debug"));
|
||||
@@ -852,6 +972,11 @@ void AGigLineCharacter::Tick(float DeltaSeconds)
|
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Super::Tick(DeltaSeconds);
|
||||
// Speed-driven animation state: correct whether the player walked, was pushed,
|
||||
// or fell, and independent of which input produced the movement.
|
||||
if (bCameraTest)
|
||||
{
|
||||
UpdateCameraCollisionTest(GetWorld() ? GetWorld()->GetDeltaSeconds() : 0.f);
|
||||
}
|
||||
|
||||
WalkForever();
|
||||
UpdateBodyAnimation();
|
||||
|
||||
@@ -866,6 +991,15 @@ void AGigLineCharacter::ToggleCamera()
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||||
bThirdPerson = !bThirdPerson;
|
||||
FirstPersonCamera->SetActive(!bThirdPerson);
|
||||
ThirdPersonCamera->SetActive(bThirdPerson);
|
||||
// The ARM must be active too, not only the camera. It is created inactive to keep
|
||||
// the first-person path free, but a deactivated spring arm does not tick - and its
|
||||
// collision probe runs in that tick. Leaving it off was why the boom never
|
||||
// shortened: with a 6 m wall spawned 1.6 m behind the pawn the camera still sat at
|
||||
// its full 340 cm.
|
||||
if (ThirdPersonArm)
|
||||
{
|
||||
ThirdPersonArm->SetActive(bThirdPerson);
|
||||
}
|
||||
GetMesh()->SetHiddenInGame(!bThirdPerson);
|
||||
if (HairMesh)
|
||||
{
|
||||
|
||||
@@ -200,6 +200,21 @@ protected:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
|
||||
TObjectPtr<UInputAction> ToggleDebugAction;
|
||||
|
||||
/** Current boom length and camera position of the third-person rig. */
|
||||
float GetThirdPersonArmLength() const;
|
||||
FVector GetThirdPersonCameraLocation() const;
|
||||
|
||||
/** `-cameratest`: back the pawn against a wall and check the boom does not clip. */
|
||||
void UpdateCameraCollisionTest(float DeltaSeconds);
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<class AStaticMeshActor> CameraTestWall;
|
||||
|
||||
FVector LastWallNormal = FVector::ZeroVector;
|
||||
bool bCameraTest = false;
|
||||
bool CameraTestPlaced = false;
|
||||
float CameraTestElapsed = 0.0f;
|
||||
|
||||
/** Flips the gigline.Debug console variable that the HUD reads. */
|
||||
void ToggleDebugOverlay();
|
||||
|
||||
|
||||
@@ -0,0 +1,288 @@
|
||||
#include "GigLineVehicle.h"
|
||||
|
||||
#include "ChaosWheeledVehicleMovementComponent.h"
|
||||
#include "Components/SkeletalMeshComponent.h"
|
||||
|
||||
// From the Blender report (Art/blender/vehicle/report.json). Kept as named constants so a
|
||||
// model change is a compile-time mismatch to fix, not a number buried in a setup call.
|
||||
namespace GigLineVehicleDims
|
||||
{
|
||||
constexpr float WheelRadiusCm = 33.0f;
|
||||
constexpr float WheelBaseCm = 278.0f;
|
||||
constexpr float TrackCm = 156.0f;
|
||||
}
|
||||
|
||||
AGigLineVehicle::AGigLineVehicle()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
|
||||
if (USkeletalMeshComponent* Body = GetMesh())
|
||||
{
|
||||
static ConstructorHelpers::FObjectFinder<USkeletalMesh> MeshFinder(
|
||||
TEXT("/Game/Hollywood/Vehicle/SK_Vehicle_Sedan.SK_Vehicle_Sedan"));
|
||||
if (MeshFinder.Succeeded())
|
||||
{
|
||||
Body->SetSkeletalMesh(MeshFinder.Object);
|
||||
}
|
||||
Body->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
|
||||
Body->SetCollisionProfileName(TEXT("PhysicsActor"));
|
||||
Body->SetSimulatePhysics(true);
|
||||
}
|
||||
|
||||
if (UChaosWheeledVehicleMovementComponent* Movement =
|
||||
Cast<UChaosWheeledVehicleMovementComponent>(GetVehicleMovementComponent()))
|
||||
{
|
||||
ConfigureWheels();
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineVehicle::BuildVisuals()
|
||||
{
|
||||
// One component per authored system: body, glass, front and rear lights, mirrors and
|
||||
// the four wheels. Each points at the static asset imported from the same Blender
|
||||
// build, so the render matches what the model tool produced.
|
||||
struct FPanelSpec
|
||||
{
|
||||
const TCHAR* Path;
|
||||
FVector Offset;
|
||||
FRotator Rotation;
|
||||
};
|
||||
const float HalfBase = 139.0f; // wheelbase 278 cm / 2
|
||||
const float HalfTrack = 81.0f; // track 162 cm / 2
|
||||
const FPanelSpec Specs[] = {
|
||||
{TEXT("/Game/Hollywood/Vehicle/SM_Vehicle_Body.SM_Vehicle_Body"), FVector::ZeroVector, FRotator::ZeroRotator},
|
||||
{TEXT("/Game/Hollywood/Vehicle/SM_Vehicle_Glass.SM_Vehicle_Glass"), FVector::ZeroVector, FRotator::ZeroRotator},
|
||||
{TEXT("/Game/Hollywood/Vehicle/SM_Vehicle_Light_Front.SM_Vehicle_Light_Front"), FVector::ZeroVector, FRotator::ZeroRotator},
|
||||
{TEXT("/Game/Hollywood/Vehicle/SM_Vehicle_Light_Rear.SM_Vehicle_Light_Rear"), FVector::ZeroVector, FRotator::ZeroRotator},
|
||||
{TEXT("/Game/Hollywood/Vehicle/SM_Vehicle_Mirrors.SM_Vehicle_Mirrors"), FVector::ZeroVector, FRotator::ZeroRotator},
|
||||
{TEXT("/Game/Hollywood/Vehicle/SM_Vehicle_Wheel.SM_Vehicle_Wheel"), FVector(HalfBase, HalfTrack, -16.f), FRotator::ZeroRotator},
|
||||
{TEXT("/Game/Hollywood/Vehicle/SM_Vehicle_Wheel.SM_Vehicle_Wheel"), FVector(HalfBase, -HalfTrack, -16.f), FRotator::ZeroRotator},
|
||||
{TEXT("/Game/Hollywood/Vehicle/SM_Vehicle_Wheel.SM_Vehicle_Wheel"), FVector(-HalfBase, HalfTrack, -16.f), FRotator::ZeroRotator},
|
||||
{TEXT("/Game/Hollywood/Vehicle/SM_Vehicle_Wheel.SM_Vehicle_Wheel"), FVector(-HalfBase, -HalfTrack, -16.f), FRotator::ZeroRotator},
|
||||
};
|
||||
|
||||
int32 Index = 0;
|
||||
for (const FPanelSpec& Spec : Specs)
|
||||
{
|
||||
if (UStaticMesh* Mesh = LoadObject<UStaticMesh>(nullptr, Spec.Path))
|
||||
{
|
||||
UStaticMeshComponent* Component = NewObject<UStaticMeshComponent>(this,
|
||||
*FString::Printf(TEXT("Panel_%d"), Index));
|
||||
// Attach to the actor root rather than to the physics mesh, so the visuals are
|
||||
// independent of the simulated component's own state.
|
||||
Component->SetupAttachment(GetRootComponent());
|
||||
Component->SetStaticMesh(Mesh);
|
||||
Component->SetRelativeLocation(Spec.Offset);
|
||||
Component->SetRelativeRotation(Spec.Rotation);
|
||||
Component->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
Component->SetMobility(EComponentMobility::Movable);
|
||||
Component->RegisterComponent();
|
||||
// Runtime-created components need their render state forced: without this the
|
||||
// panels registered and reported visible but never reached the renderer.
|
||||
Component->MarkRenderStateDirty();
|
||||
Component->UpdateBounds();
|
||||
Panels.Add(Component);
|
||||
++Index;
|
||||
}
|
||||
}
|
||||
UE_LOG(LogTemp, Warning, TEXT("GigLine vehicle: %d visual panels attached"), Panels.Num());
|
||||
for (int32 PanelIndex = 0; PanelIndex < Panels.Num(); ++PanelIndex)
|
||||
{
|
||||
const UStaticMeshComponent* Panel = Panels[PanelIndex];
|
||||
if (!Panel)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const FVector Where = Panel->GetComponentLocation();
|
||||
const FBoxSphereBounds B = Panel->Bounds;
|
||||
UE_LOG(LogTemp, Warning,
|
||||
TEXT("GigLine vehicle: panel %d at (%.0f,%.0f,%.0f) visible=%d extent=%.0f mesh=%s"),
|
||||
PanelIndex, Where.X, Where.Y, Where.Z,
|
||||
Panel->IsVisible() ? 1 : 0, B.BoxExtent.GetMax(),
|
||||
Panel->GetStaticMesh() ? *Panel->GetStaticMesh()->GetName() : TEXT("NONE"));
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineVehicle::ConfigureWheels()
|
||||
{
|
||||
UChaosWheeledVehicleMovementComponent* Movement =
|
||||
Cast<UChaosWheeledVehicleMovementComponent>(GetVehicleMovementComponent());
|
||||
if (!Movement)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// One entry per wheel bone, in the order the rig was built. The front pair steers;
|
||||
// the rear pair drives, which is the simplest configuration that reads as a car.
|
||||
struct FWheelSpec
|
||||
{
|
||||
const TCHAR* Bone;
|
||||
bool bSteer;
|
||||
bool bDrive;
|
||||
};
|
||||
static const FWheelSpec Specs[] = {
|
||||
{TEXT("Wheel_FL"), true, false},
|
||||
{TEXT("Wheel_FR"), true, false},
|
||||
{TEXT("Wheel_RL"), false, true},
|
||||
{TEXT("Wheel_RR"), false, true},
|
||||
};
|
||||
|
||||
Movement->WheelSetups.Empty();
|
||||
for (const FWheelSpec& Spec : Specs)
|
||||
{
|
||||
FChaosWheelSetup Setup;
|
||||
// FChaosWheelSetup has only the class, the bone and an offset in 5.8 - there is
|
||||
// no per-setup disable flag, and steering/drive flags live on the wheel object.
|
||||
Setup.WheelClass = UChaosVehicleWheel::StaticClass();
|
||||
Setup.BoneName = FName(Spec.Bone);
|
||||
Movement->WheelSetups.Add(Setup);
|
||||
}
|
||||
|
||||
// Radius and stance for every wheel; the per-wheel subclass would normally carry
|
||||
// these, so they are applied after the setups exist.
|
||||
for (int32 Index = 0; Index < Movement->WheelSetups.Num(); ++Index)
|
||||
{
|
||||
UChaosVehicleWheel* Wheel = Movement->Wheels.IsValidIndex(Index)
|
||||
? Movement->Wheels[Index] : nullptr;
|
||||
if (!Wheel)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
Wheel->WheelRadius = GigLineVehicleDims::WheelRadiusCm;
|
||||
Wheel->WheelWidth = 22.0f;
|
||||
Wheel->bAffectedBySteering = Specs[Index].bSteer;
|
||||
Wheel->bAffectedByEngine = Specs[Index].bDrive;
|
||||
}
|
||||
}
|
||||
|
||||
void AGigLineVehicle::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
// The skeletal mesh is the physics driver only: its imported geometry is unusable
|
||||
// (1 cm bounds), so it is hidden and the visible car comes from the static panels.
|
||||
if (USkeletalMeshComponent* PhysicsMesh = GetMesh())
|
||||
{
|
||||
// Do not hide the physics mesh at all. It has no usable geometry (1 cm bounds), so
|
||||
// it renders nothing either way, and every attempt to hide it also hid the visual
|
||||
// panels - with and without propagation. Leaving it visible avoids the fight.
|
||||
PhysicsMesh->SetCastShadow(false);
|
||||
}
|
||||
BuildVisuals();
|
||||
|
||||
// Where is the road, really? A downward trace from the vehicle found nothing, and the
|
||||
// capture shows the car is not on screen at all - so measure the surface from above
|
||||
// before assuming the spawn height is right.
|
||||
if (UWorld* World = GetWorld())
|
||||
{
|
||||
const FVector From = GetActorLocation() + FVector(0.f, 0.f, 1000.f);
|
||||
FHitResult Hit;
|
||||
FCollisionQueryParams Q(TEXT("GigLineVehicleRoad"), false, this);
|
||||
const bool bHit = World->LineTraceSingleByChannel(Hit, From,
|
||||
From - FVector(0.f, 0.f, 4000.f), ECC_Visibility, Q);
|
||||
UE_LOG(LogTemp, Warning,
|
||||
TEXT("GigLine vehicle: surface below spawn at Z %.0f cm (hit=%d, actor at %.0f)"),
|
||||
bHit ? Hit.ImpactPoint.Z : -9999.f, bHit ? 1 : 0, GetActorLocation().Z);
|
||||
}
|
||||
|
||||
// Wheel objects do not exist until the component is registered, so the per-wheel
|
||||
// flags set in the constructor went nowhere - which is why the drive test measured
|
||||
// zero speed with throttle held. Apply them again now that they exist, and give the
|
||||
// engine a torque curve to actually make force.
|
||||
if (UChaosWheeledVehicleMovementComponent* Movement =
|
||||
Cast<UChaosWheeledVehicleMovementComponent>(GetVehicleMovementComponent()))
|
||||
{
|
||||
ConfigureWheels();
|
||||
Movement->EngineSetup.MaxTorque = 500.0f;
|
||||
Movement->EngineSetup.MaxRPM = 6000.0f;
|
||||
Movement->EngineSetup.EngineIdleRPM = 900.0f;
|
||||
Movement->TransmissionSetup.bUseAutomaticGears = true;
|
||||
Movement->TransmissionSetup.FinalRatio = 3.5f;
|
||||
Movement->SetThrottleInput(0.0f);
|
||||
if (const USkeletalMeshComponent* BodyComp = GetMesh())
|
||||
{
|
||||
const USkeletalMesh* Asset = BodyComp->GetSkeletalMeshAsset();
|
||||
UE_LOG(LogTemp, Warning,
|
||||
TEXT("GigLine vehicle: mesh=%s visible=%d hidden=%d bounds=%s"),
|
||||
Asset ? *Asset->GetName() : TEXT("NONE"),
|
||||
BodyComp->IsVisible() ? 1 : 0,
|
||||
BodyComp->bHiddenInGame ? 1 : 0,
|
||||
*BodyComp->Bounds.BoxExtent.ToString());
|
||||
}
|
||||
UE_LOG(LogTemp, Warning,
|
||||
TEXT("GigLine vehicle: %d wheel objects after register, torque %.0f"),
|
||||
Movement->Wheels.Num(), Movement->EngineSetup.MaxTorque);
|
||||
}
|
||||
UE_LOG(LogTemp, Warning, TEXT("GigLine vehicle: spawned at (%.0f, %.0f, %.0f), %d wheel setups"),
|
||||
GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z,
|
||||
GetVehicleMovementComponent()
|
||||
? Cast<UChaosWheeledVehicleMovementComponent>(GetVehicleMovementComponent())
|
||||
->WheelSetups.Num()
|
||||
: 0);
|
||||
}
|
||||
|
||||
void AGigLineVehicle::Tick(float DeltaSeconds)
|
||||
{
|
||||
Super::Tick(DeltaSeconds);
|
||||
|
||||
// One settled-state report: proves the physics body exists, is simulating, and has
|
||||
// come to rest on the road rather than falling through it. Everything else about the
|
||||
// driving behaviour is measured later; this is the "is it real" check.
|
||||
// `-drivetest`: hold full throttle from 1 s to 4 s and report the result. A vehicle
|
||||
// that spawns is not a vehicle that drives.
|
||||
if (FParse::Param(FCommandLine::Get(), TEXT("drivetest")))
|
||||
{
|
||||
DriveElapsed += DeltaSeconds;
|
||||
if (UChaosVehicleMovementComponent* Movement = GetVehicleMovementComponent())
|
||||
{
|
||||
if (DriveElapsed > 1.0f && DriveElapsed < 4.0f)
|
||||
{
|
||||
Movement->SetThrottleInput(1.0f);
|
||||
}
|
||||
else if (DriveElapsed >= 4.0f && !bDriveReported)
|
||||
{
|
||||
Movement->SetThrottleInput(0.0f);
|
||||
bDriveReported = true;
|
||||
const float SpeedCm = Movement->GetForwardSpeed();
|
||||
const float TravelledM = FVector::Dist2D(GetActorLocation(), DriveStart) / 100.f;
|
||||
UE_LOG(LogTemp, Warning,
|
||||
TEXT("GigLine vehicle DRIVETEST speed=%.0f cm/s (%.1f km/h), travelled %.1f m -> %s"),
|
||||
SpeedCm, SpeedCm * 0.036f, TravelledM,
|
||||
(SpeedCm > 200.f && TravelledM > 1.0f) ? TEXT("PASS") : TEXT("FAIL"));
|
||||
}
|
||||
}
|
||||
}
|
||||
if (DriveStart.IsZero() && DriveElapsed > 1.0f)
|
||||
{
|
||||
DriveStart = GetActorLocation();
|
||||
}
|
||||
|
||||
SettleElapsed += DeltaSeconds;
|
||||
if (!bSettleReported && SettleElapsed > 3.0f)
|
||||
{
|
||||
bSettleReported = true;
|
||||
if (UWorld* World = GetWorld())
|
||||
{
|
||||
FHitResult Hit;
|
||||
FCollisionQueryParams Q(TEXT("GigLineVehicleGround"), false, this);
|
||||
const bool bGround = World->LineTraceSingleByChannel(Hit, GetActorLocation(),
|
||||
GetActorLocation() - FVector(0.f, 0.f, 2000.f), ECC_Visibility, Q);
|
||||
UE_LOG(LogTemp, Warning,
|
||||
TEXT("GigLine vehicle: ground at Z %.0f cm, actor %.0f cm, height above ground %.0f cm"),
|
||||
bGround ? Hit.ImpactPoint.Z : -9999.f, GetActorLocation().Z,
|
||||
bGround ? GetActorLocation().Z - Hit.ImpactPoint.Z : -9999.f);
|
||||
}
|
||||
const USkeletalMeshComponent* Body = GetMesh();
|
||||
UE_LOG(LogTemp, Warning,
|
||||
TEXT("GigLine vehicle: settled at Z %.0f cm, simulating=%d, speed=%.0f cm/s"),
|
||||
GetActorLocation().Z,
|
||||
Body && Body->IsSimulatingPhysics() ? 1 : 0,
|
||||
GetVehicleMovementComponent() ? GetVehicleMovementComponent()->GetForwardSpeed() : 0.f);
|
||||
}
|
||||
}
|
||||
|
||||
bool AGigLineVehicle::IsMoving() const
|
||||
{
|
||||
const UChaosVehicleMovementComponent* Movement = GetVehicleMovementComponent();
|
||||
return Movement && FMath::Abs(Movement->GetForwardSpeed()) > 50.0f;
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "WheeledVehiclePawn.h"
|
||||
#include "GigLineVehicle.generated.h"
|
||||
|
||||
class UChaosWheeledVehicleMovementComponent;
|
||||
|
||||
/**
|
||||
* The one drivable vehicle in the demo.
|
||||
*
|
||||
* A skeletal mesh with a root bone and four wheel bones, driven by Chaos. Every
|
||||
* dimension it configures — wheel radius, wheelbase, track — comes from the Blender
|
||||
* build's report rather than being typed twice: the numbers are repeated here as
|
||||
* constants with the report path in the comment so a change to the model shows up as a
|
||||
* mismatch instead of a silent drift.
|
||||
*
|
||||
* Model: `Art/blender/vehicle/gigline-sedan.blend`, report `Art/blender/vehicle/report.json`
|
||||
* (4.72 x 1.80 x 1.44 m, wheelbase 2.78 m, track 1.62 m, wheel radius 0.33 m).
|
||||
*/
|
||||
UCLASS()
|
||||
class GIGLINE_API AGigLineVehicle : public AWheeledVehiclePawn
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
AGigLineVehicle();
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
virtual void Tick(float DeltaSeconds) override;
|
||||
|
||||
/**
|
||||
* Visual panels, as static mesh components.
|
||||
*
|
||||
* The skeletal vehicle asset imported with no usable geometry (runtime bounds of
|
||||
* 1 cm), so the car was invisible in the scene while its physics body still cast a
|
||||
* shadow - the "no vehicle in scene" report. The static assets are correct (body
|
||||
* 476 x 176 x 128 cm), so the visible car is assembled from them and the skeletal
|
||||
* mesh stays as the physics/animation driver only.
|
||||
*/
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Visual")
|
||||
TArray<TObjectPtr<UStaticMeshComponent>> Panels;
|
||||
|
||||
/** True once the vehicle reports a forward speed above a walking pace. */
|
||||
bool IsMoving() const;
|
||||
|
||||
private:
|
||||
/** Configure the Chaos wheels from the modelled dimensions. */
|
||||
void ConfigureWheels();
|
||||
|
||||
/** Attach the visible panels from the imported static systems. */
|
||||
void BuildVisuals();
|
||||
|
||||
float DriveElapsed = 0.f;
|
||||
bool bDriveReported = false;
|
||||
FVector DriveStart = FVector::ZeroVector;
|
||||
|
||||
float SettleElapsed = 0.f;
|
||||
bool bSettleReported = false;
|
||||
};
|
||||
@@ -0,0 +1,71 @@
|
||||
#include "GigLineVehicleBuilder.h"
|
||||
|
||||
#if WITH_EDITOR
|
||||
#include "AssetToolsModule.h"
|
||||
#include "Engine/SkeletalMesh.h"
|
||||
#include "PhysicsAssetUtils.h"
|
||||
#include "PhysicsEngine/PhysicsAsset.h"
|
||||
#include "PhysicsEngine/BodySetup.h"
|
||||
#include "PhysicsEngine/SkeletalBodySetup.h"
|
||||
#include "Engine/SkeletalMesh.h"
|
||||
|
||||
#include "UObject/Package.h"
|
||||
#endif
|
||||
|
||||
UPhysicsAsset* UGigLineVehicleBuilder::BuildPhysicsAsset(USkeletalMesh* Mesh,
|
||||
const FString& PackagePath,
|
||||
const FString& AssetName)
|
||||
{
|
||||
#if WITH_EDITOR
|
||||
if (!Mesh)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("GigLine vehicle: no skeletal mesh given"));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const FString FullName = PackagePath / AssetName;
|
||||
UPackage* Package = CreatePackage(*FullName);
|
||||
if (!Package)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("GigLine vehicle: could not create package %s"), *FullName);
|
||||
return nullptr;
|
||||
}
|
||||
UPhysicsAsset* PhysicsAsset = NewObject<UPhysicsAsset>(Package, *AssetName,
|
||||
RF_Public | RF_Standalone | RF_Transactional);
|
||||
|
||||
// ONE body on the chassis bone, which is what Unreal's own vehicle template uses.
|
||||
// The first attempt let FPhysicsAssetUtils build a body per bone and the car settled
|
||||
// 3.7 m above the road: the four wheel bodies were intersecting the chassis body and
|
||||
// pushing the whole vehicle up. Chaos drives the wheels itself, so they must not be
|
||||
// separate rigid bodies here.
|
||||
const FBoxSphereBounds Bounds = Mesh->GetBounds();
|
||||
const FVector Extent = Bounds.BoxExtent;
|
||||
const FName ChassisBone(TEXT("root"));
|
||||
|
||||
USkeletalBodySetup* Body = NewObject<USkeletalBodySetup>(PhysicsAsset, ChassisBone,
|
||||
RF_Public | RF_Transactional);
|
||||
Body->BoneName = ChassisBone;
|
||||
// A box slightly under the mesh bounds: a body that is exactly the bounds sits on the
|
||||
// ground plane and reads as floating because the mesh has wheels below the sills.
|
||||
FKBoxElem Box;
|
||||
Box.X = Extent.X * 1.9f;
|
||||
Box.Y = Extent.Y * 1.8f;
|
||||
Box.Z = Extent.Z * 0.55f;
|
||||
Box.Center = FVector(0.f, 0.f, -Extent.Z * 0.25f);
|
||||
Body->AggGeom.BoxElems.Add(Box);
|
||||
PhysicsAsset->SkeletalBodySetups.Add(Body);
|
||||
|
||||
UE_LOG(LogTemp, Warning,
|
||||
TEXT("GigLine vehicle: chassis body %.0f x %.0f x %.0f cm on bone '%s'"),
|
||||
Box.X, Box.Y, Box.Z, *ChassisBone.ToString());
|
||||
|
||||
PhysicsAsset->MarkPackageDirty();
|
||||
UE_LOG(LogTemp, Warning, TEXT("GigLine vehicle: physics asset %s with %d bodies"),
|
||||
*FullName, PhysicsAsset->SkeletalBodySetups.Num());
|
||||
return PhysicsAsset;
|
||||
#else
|
||||
UE_LOG(LogTemp, Warning,
|
||||
TEXT("GigLine vehicle: physics asset generation is editor-only"));
|
||||
return nullptr;
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "GigLineVehicleBuilder.generated.h"
|
||||
|
||||
class UPhysicsAsset;
|
||||
class USkeletalMesh;
|
||||
|
||||
/**
|
||||
* Script-callable helpers for vehicle setup.
|
||||
*
|
||||
* Chaos Vehicles need a PhysicsAsset, and Unreal's `PhysicsAssetFactory` exposes no mesh
|
||||
* property to Python, so the asset cannot be generated from a commandlet. The body does
|
||||
* the job with `FPhysicsAssetUtils::CreateFromSkeletalMesh`, which is the same code path
|
||||
* the editor's "Create Physics Asset" action uses.
|
||||
*
|
||||
* Editor only: it is compiled into the editor target and never shipped.
|
||||
*/
|
||||
UCLASS()
|
||||
class GIGLINE_API UGigLineVehicleBuilder : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/**
|
||||
* Build (or rebuild) a physics asset for `Mesh` at `PackagePath`/`AssetName`.
|
||||
*
|
||||
* @return the created asset, or nullptr with the reason written to the log.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category = "GigLine|Vehicle")
|
||||
static UPhysicsAsset* BuildPhysicsAsset(USkeletalMesh* Mesh, const FString& PackagePath,
|
||||
const FString& AssetName);
|
||||
};
|
||||
@@ -0,0 +1,42 @@
|
||||
# Blender vs in-game
|
||||
|
||||
Generated by `Tools/build_comparison_md.py` — do not edit by hand.
|
||||
|
||||
- In-game captures: `Screenshots/demo/` (9 files)
|
||||
- Blender renders: `Screenshots/blender/` (22 files), made by `Tools/blender_screenshots.py`
|
||||
|
||||
Left is what the engine draws, right is what Blender has. A gap between them is the import problem, not a taste problem: scale, material colour, missing parts and split systems all show up here before they show up in a review.
|
||||
|
||||
## Side by side
|
||||
|
||||
| In-game | Blender | Shot |
|
||||
| --- | --- | --- |
|
||||
| <img src="demo/review-demo-crossing.png" width="520"> | — | `review-demo-crossing.png` |
|
||||
| <img src="demo/review-demo-north-buildings.png" width="520"> | — | `review-demo-north-buildings.png` |
|
||||
| <img src="demo/review-demo-retail-frontage.png" width="520"> | — | `review-demo-retail-frontage.png` |
|
||||
| <img src="demo/review-demo-spawn-view.png" width="520"> | — | `review-demo-spawn-view.png` |
|
||||
| <img src="demo/review-demo-street-level.png" width="520"> | — | `review-demo-street-level.png` |
|
||||
| <img src="demo/review-demo-third-person-front.png" width="520"> | <img src="blender/character-angle-035.png" width="520"> | `review-demo-third-person-front.png` |
|
||||
| <img src="demo/review-demo-third-person-walk.png" width="520"> | <img src="blender/character-angle-035.png" width="520"> | `review-demo-third-person-walk.png` |
|
||||
| <img src="demo/review-demo-third-person.png" width="520"> | <img src="blender/character-angle-035.png" width="520"> | `review-demo-third-person.png` |
|
||||
| <img src="demo/review-demo-vehicle.png" width="520"> | <img src="blender/vehicle-angle-035.png" width="520"> | `review-demo-vehicle.png` |
|
||||
|
||||
4 of 9 in-game captures have a Blender counterpart; the rest are street and building shots whose meshes come from the Geo pipeline rather than a .blend.
|
||||
|
||||
## Signoff
|
||||
|
||||
One row per in-game screen. `—` in Blender means there is nothing to compare against.
|
||||
|
||||
| # | In-game screen | Blender counterpart | Verdict | Notes |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| 1 | `review-demo-crossing.png` | — | ☐ | |
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| 2 | `review-demo-north-buildings.png` | — | ☐ | |
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| 3 | `review-demo-retail-frontage.png` | — | ☐ | |
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| 4 | `review-demo-spawn-view.png` | — | ☐ | |
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| 5 | `review-demo-street-level.png` | — | ☐ | |
|
||||
| 6 | `review-demo-third-person-front.png` | `character-angle-035.png` | ☐ | |
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| 7 | `review-demo-third-person-walk.png` | `character-angle-035.png` | ☐ | |
|
||||
| 8 | `review-demo-third-person.png` | `character-angle-035.png` | ☐ | |
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| 9 | `review-demo-vehicle.png` | `vehicle-angle-035.png` | ☐ | |
|
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|
||||
Verdicts: ☐ pending · ☑ approved · ☒ rejected. The authoritative per-shot review stays in [README.md](README.md); this page exists to compare Blender against the engine.
|
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@@ -26,6 +26,7 @@ Every shot is embedded below, in order, so the whole review happens in this file
|
||||
| 6 | [Third-person body](#6-third-person-body) | ☑ 2026-11-09 | ☑ 2026-11-09 |
|
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| 7 | [Third-person front](#7-third-person-front) | ☑ 2026-11-09 | ☑ 2026-11-09 |
|
||||
| 8 | [Third-person walk](#8-third-person-walk) | ☑ 2026-11-09 | ☑ 2026-11-09 |
|
||||
| 9 | [Vehicle](#9-vehicle) | ☐ FAIL 2026-11-09 | ☐ pending |
|
||||
|
||||
**Verified** is what `--verify` reports: the frame is not blank, is the right size, and has tonal range. **Approved** is the owner's verdict, recorded here. Each shot also has an **expectation** in [`Tools/visual_targets.json`](../Tools/visual_targets.json) describing the content it must show.
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|
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